Gaitkit Open the lab
Deer, A one-metre-tall woodland deer with a white tail flag and optional branching antlers. Walks with a real lateral-sequence gait: front knees bend forward, hind hocks bend back, hooves stay planted on slopes, and the head nods with each step.
Creature · Walks on 4 legs

Deer

A one-metre-tall woodland deer with a white tail flag and optional branching antlers. Walks with a real lateral-sequence gait: front knees bend forward, hind hocks bend back, hooves stay planted on slopes, and the head nods with each step.

Size
0.42 × 2.1 × 1.7 m
Triangles
2,232
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Coat, Antlers, Tines, Spots, Size.

Specs

Size
0.42 × 2.1 × 1.7 m
width × height × depth
Triangles
2,232
of 6,000
Draw calls
1
one vertex-colour material
Legs
4
2 gait groups
Stride
30 cm
duty factor 0.7
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.75 m/s
at playback speed 1
Moving parts
2
neck · rotate, tail · rotate
Knobs
5
3 presets
Night lights
1
eye

Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic, planted feet never slide past 1 mm.

Use it

Code for the specimen as it is set up above; it follows your knobs.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/deer.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

const deer = createAsset();
scene.add(deer);                      // rests on y = 0, front faces +Z
const gait = walker(deer, { ground: (x, z) => terrainHeight(x, z) });   // or omit ground for a flat floor

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  deer.position.z = dist;
  gait.poseAt(dist);                  // feet stay planted, at any frame rate
  renderer.render(scene, camera);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
coatchoicered grey fallow duskredCoat colour: red (summer red-brown), grey (winter grey-brown), fallow (light tan), dusk (dark chocolate).
antlerstoggleon / offtrueBranching antlers on the head (a stag or buck). Off = a doe or hind.
tinesrange1 to 4, step 13Points per antler beam when antlers are on: 1 is a young spiker, 4 is a mature stag.
spotstoggleon / offfalseWhite spots along the back, like a fawn or a fallow deer.
sizerange0.5 to 1.3, step 0.051Uniform scale. 1 is about 1 m at the shoulder; 0.55 with spots on and antlers off reads as a fawn.

Presets: fawn {"antlers":false,"spots":true,"size":0.55} · royal stag {"coat":"red","antlers":true,"tines":4,"size":1.2} · fallow buck {"coat":"fallow","spots":true,"tines":2}

Files

FileWhat
deer.glbGLB, default look · 289 KB
deer.mjsES module, every knob live
deer.objOBJ, static, no colour
deer-params.jsonknob schema, presets, night zones

Licence

Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.